Difference between revisions of "DisableControl"
imported>Haama (Removed bit about bug, no longer there) |
imported>Soupdragon (→Notes) |
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DisableControl 5 | DisableControl 5 | ||
This disabled the Activation keyboard and mouse keys, if there are any. | This disabled the Activation keyboard and mouse keys, if there are any. | ||
==Notes== | |||
*The keys disabled by DisableControl will continue to work in the Inventory and Container Menus, but not the Controls Menu (not sure about other menus). | |||
*This does not seem to be the case with the "Attack" control (LMB). With control 4 disabled I found that left mouse clicks don't work on the inventory, save or saved games menus, either to select or scroll. In fact when my character died with control 4 disabled I couldn't close the game. I'm now re-enabling the control in a MenuMode block. | |||
*When the player switches controls, the new control will need to be disabled. Also, the original key will need to be enabled. Here's an example script to keep the correct Activate key(s) disabled: | |||
<pre>DisableControl 5 | |||
... | |||
begin MenuMode 1021 ;Controls Menu | |||
if (TurnOffKeys == 0) | |||
set TurnOffKeys to 1 | |||
EnableControl 5 | |||
endif | |||
end | |||
begin MenuMode 1015 ;Options Menu | |||
if TurnOffKeys | |||
set TurnOffKeys to 0 | |||
RefreshControlMap | |||
DisableControl 5 | |||
endif | |||
end</pre> | |||
==Control IDs== | ==Control IDs== |
Latest revision as of 15:12, 12 March 2009
A command for Oblivion Script Extender
Syntax:
(nothing) DisableControl whichControl:short
Disables both the key and mouse buton assigned to the specified control.
Example
DisableControl 5
This disabled the Activation keyboard and mouse keys, if there are any.
NotesEdit
- The keys disabled by DisableControl will continue to work in the Inventory and Container Menus, but not the Controls Menu (not sure about other menus).
- This does not seem to be the case with the "Attack" control (LMB). With control 4 disabled I found that left mouse clicks don't work on the inventory, save or saved games menus, either to select or scroll. In fact when my character died with control 4 disabled I couldn't close the game. I'm now re-enabling the control in a MenuMode block.
- When the player switches controls, the new control will need to be disabled. Also, the original key will need to be enabled. Here's an example script to keep the correct Activate key(s) disabled:
DisableControl 5 ... begin MenuMode 1021 ;Controls Menu if (TurnOffKeys == 0) set TurnOffKeys to 1 EnableControl 5 endif end begin MenuMode 1015 ;Options Menu if TurnOffKeys set TurnOffKeys to 0 RefreshControlMap DisableControl 5 endif end
Control IDsEdit
Forward 0 Back 1 Slide Left 2 Slide Right 3 Attack 4 Activate 5 Block 6 Cast 7 Ready Weapon 8 Crouch/Sneak 9 Run 10 Always Run 11 Auto Move 12 Jump 13 Toggle POV 14 Menu Mode 15 Rest 16 Quick Menu 17 Quick1 18 Quick2 19 Quick3 20 Quick4 21 Quick5 22 Quick6 23 Quick7 24 Quick8 25 QuickSave 26 QuickLoad 27 Grab 28